I'm working on a very simple lobby system for a game. Each client broadcasts two packets via UDP at regular intervals to initially discover other clients and transmit user info, readiness, etc. The game is being developed for both Windows and Linux (32 & 64 bit).
On the Windows side, I've gotten the lobby system working flawlessly. When I enter the lobby on one Windows machine, the person pops up in the other machines. Similarly, ready checks and disconnects are detected right away. In other words, it works.
Now the problem: Linux. The network code is virtually identical, with only a few necessary platform-specific changes. I first tried Windows<->Linux. Using Wireshark, I found that the Linux side was indeed broadcasting packets and receiving them from the Windows box, but the game never caught the packets. I found a bug in my select statement (socket instead of socket + 1), but fixing it didn't help. The Windows box was broadcasting packets, but it wasn't receiving packets from the Linux box at all!
I then tried Linux<->Linux, but found that even though both machines were broadcasting and receiving (again, confirmed via Wireshark), the games on both machines couldn't "see" the packets.
I'm pretty sure it's not a firewall issue (turned everything off, tested, turned everything back on, no change, on either platform) and network connectivity seems ok (was able to ping each host manually). I also checked to make sure the ports were indeed available (they were).
Below is the code for broadcasting packets:
void NetworkLinux::BroadcastMessage(const std::string &msg,
const char prefix)
{
string data(prefix + msg);
if (sendto(linuxSocket, data.c_str(), static_cast<int>(data.length()), 0,
reinterpret_cast<sockaddr*>(&broadcastAddr), sizeof(broadcastAddr)) == -1)
{
Display_PError("sendto");
}
}
And the code for receiving packets:
const Message NetworkLinux::ReceiveMessage()
{
char buffer[recvBufferLength];
fill(buffer, buffer + recvBufferLength, 0);
sockaddr_in sender;
int senderLen = sizeof(sender);
fd_set read_fds;
FD_ZERO(&read_fds);
FD_SET(linuxSocket, &read_fds);
timeval time;
time.tv_sec = 0;
time.tv_usec = 16667; // microseconds, so this is ~1/60 sec
int selectResult = select(linuxSocket + 1, &read_fds,
nullptr, nullptr, &time);
if (selectResult == -1)
{
Display_PError("select");
}
else if (selectResult > 0) // 0 means it timed-out
{
int receivedBytes = recvfrom(linuxSocket, buffer,
recvBufferLength, 0, reinterpret_cast<sockaddr*>(&sender),
reinterpret_cast<socklen_t*>(&senderLen));
if (receivedBytes == -1)
{
Display_PError("recvfrom");
}
else if (receivedBytes > 0)
{
Message msg;
msg.prefix = buffer[0];
msg.msg = string(buffer + 1, buffer + receivedBytes);
msg.address = sender.sin_addr;
return msg;
}
}
Message m;
m.prefix = 'N';
return m;
}
Why does select()
keep coming back with 0 when I can see packets arriving? Moreover, why does it work in the Windows<->Windows scenario, but not Linux<->Linux or Linux<->Windows?
Edit: Here is the socket creation/setup code, as requested. Sample IPs/broadcast addresses calculated are: 192.168.1.3/192.168.1.255, 192.168.1.5/192.168.1.255, which match what the Windows side generated and used.
bool NetworkLinux::StartUp()
{
// zero addr structures
memset(&machineAddr, 0, sizeof machineAddr);
memset(&broadcastAddr, 0, sizeof broadcastAddr);
// get this machine's IP and store it
machineAddr.sin_family = AF_INET;
machineAddr.sin_port = htons(portNumber);
inet_pton(AF_INET, GetIP().c_str(), &(machineAddr.sin_addr));
// get the netmask and calculate/store the correct broadcast address
broadcastAddr.sin_family = AF_INET;
broadcastAddr.sin_port = htons(portNumber);
GetNetMask();
broadcastAddr.sin_addr.s_addr = machineAddr.sin_addr.s_addr | ~netmask;
char bufIP[INET_ADDRSTRLEN], bufBroadcast[INET_ADDRSTRLEN];
inet_ntop(AF_INET, &machineAddr.sin_addr, bufIP, INET_ADDRSTRLEN);
inet_ntop(AF_INET, &broadcastAddr.sin_addr, bufBroadcast,
INET_ADDRSTRLEN);
Log("IP is: " + string(bufIP) + "\nBroadcast address is: "
+ string(bufBroadcast));
// create socket
linuxSocket = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (linuxSocket == -1)
{
Display_PError("socket");
return false;
}
Log("Socket created.");
// switch to broadcast mode
int broadcast = 1;
if (setsockopt(linuxSocket, SOL_SOCKET, SO_BROADCAST, &broadcast,
sizeof broadcast) == -1)
{
Display_PError("setsockopt");
close(linuxSocket);
return false;
}
Log("Socket switched to broadcast mode.");
// bind it (this simplifies things by making sure everyone is using the same port)
if (bind(linuxSocket, reinterpret_cast<sockaddr*>(&machineAddr),
sizeof(machineAddr)) == -1)
{
Display_PError("bind");
close(linuxSocket);
return false;
}
Log("Socket bound.");
return true;
}